﻿tradition_wanderlust = {
	category = regional

	layers = {
		0 = diplo
		4 = ship.dds
	}

	is_shown = {
	}

	can_pick = {
		culture_not_pacifistic_trigger = yes
		custom_description = {
			text = culture_not_communal
			NOT = {
				culture_pillar:ethos_communal = { is_in_list = traits }
			}
		}
		custom_description = {
			text = culture_not_courtly
			NOT = {
				culture_pillar:ethos_courtly = { is_in_list = traits }
			}
		}
		NOT = { has_cultural_tradition = tradition_isolationist }
		NOT = { has_cultural_tradition = tradition_parochialism }
	}
	
	parameters = {
		more_likely_to_leave_court = yes
		unlock_voluntary_laampdom = yes
		much_more_likely_to_be_laamps = yes
		wanderers_learn_languages = yes
		wanderers_gain_extra_economic_skills = yes
		wanderers_gain_extra_combat_skills = yes
		extra_language_cap_2 = yes
		rowdy_trait_more_common = yes
		craven_and_content_traits_looked_down_upon = yes
		can_travel_along_rivers = yes
	}
	culture_modifier = {
		cultural_acceptance_gain_mult = 0.03
	}
	character_modifier = {
		learning = 2
		diplomacy = 2
		diplomatic_range_mult = 0.25
		different_faith_opinion = 10
		different_culture_opinion = 10
		ignore_negative_opinion_of_culture = yes
		character_travel_speed_mult = 0.30
		character_travel_safety_mult = 0.20
		glory_hound_opinion = 20
		parochial_opinion = -20
		domicile_monthly_gold_add = 2.5
		domicile_monthly_gold_mult = 0.20
		domicile_travel_speed = 0.3
		provisions_capacity_add = 200
		provisions_capacity_mult = 1
		provisions_use_mult = -0.25
		supply_capacity_mult = 0.50
		hard_casualty_modifier = -0.25
		epidemic_travel_danger = -10
		siege_phase_time = -0.25
		retreat_losses = -0.1
		enemy_terrain_advantage = 0.1
		knight_effectiveness_per_martial = 0.01
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_double_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = { value = 100 }
}

# combat traditions
tradition_imported_elephants = {
	category = regional

	layers = {
		0 = learning
		1 = indian
		4 = elephant.dds
	}
	
	can_pick = {
		not = {
			has_cultural_tradition = agot_tradition_ironborn
		}
	}
	
	parameters = {
		elephant_pastures = yes
		unlock_maa_imported_elephants = yes
	}
	character_modifier = {
		men_at_arms_recruitment_cost = 0.5
		men_at_arms_maintenance = 0.25
		domain_tax_mult = -0.10
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					culture_pillar:ethos_bellicose = { is_in_list = traits }
			}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = culture_not_bellicose
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 100
		if = {
			limit = {
				NOT = {
					scope:character = {
						any_sub_realm_county = {
							percent >= 0.6
							culture = scope:character.culture
							any_county_province = {
								terrain = plains
							}
						}
					}
				}
			}
			multiply = 0
		}
	}
}

tradition_raiders_of_the_lost = {
	category = regional

	layers = {
		0 = martial
		1 = western
		4 = the_lost.dds
	}
	
	can_pick = {
		has_innovation = innovation_catapult
		has_innovation = innovation_casus_belli
	}
	
	parameters = {
		characters_more_likely_to_be_captured_in_sieges = yes
		culture_can_raid_at_sea_even_if_feudal_no_restrictions = yes
		culture_can_raid_over_land_even_if_feudal_no_restrictions = yes
		can_travel_along_rivers = yes
		not_tribal_raiding_malus = yes
	}
	character_modifier = {
		spouse_opinion = 10
		close_relative_opinion = 15
		dynasty_house_opinion = 15
		opinion_of_liege = 10
		knight_limit = 2
		knight_effectiveness_mult = 0.1
		siege_weapon_siege_value_mult = 0.2
		retreat_losses = -0.1
		enemy_terrain_advantage = 0.1
		movement_speed_land_raiding = 0.2
		hostile_county_attrition_raiding = -0.3
		
		mercenary_hire_cost_mult = 0.75
		supply_limit_mult = 0.01
		supply_duration = 2
	}

	cost = {
		prestige = {
			add = {
				value = tradition_double_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 100
		if = {
			limit = {
				scope:character ?= {
					ai_has_warlike_personality = yes
				}
			}
			add = 100
		}
	}
}

tradition_celestial_swords = {
	category = regional

	layers = {
		0 = learning
		1 = mediterranean
		4 = philosopher.dds
	}
	
	can_pick = {
		always = yes
	 }
	
	parameters = {
		minimum_prowess_for_knights = yes
		prowess_from_religious_traits = yes
		culture_clergy_can_fight = yes
		devoted_trait_bonuses = yes
		building_barracks_piety_bonuses = yes
	}
	province_modifier = {
		levy_size = -0.25
	}
	character_modifier = {
		men_at_arms_recruitment_cost = 0.25
		knight_effectiveness_mult = 0.5
		prowess_per_piety_level = 1
		martial_per_piety_level = 1
		knight_limit = 2
		accolade_glory_gain_mult = 0.05
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					culture_pillar:ethos_bellicose = { is_in_list = traits }
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = culture_not_bellicose
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 100

		if = {
			limit = {
				scope:character ?= {
					ai_has_warlike_personality = yes
				}
			}

			multiply = 5
		}
	}
}

tradition_revered_huntsmen = {
	category = regional

	layers = {
		0 = intrigue
		1 = mediterranean
		4 = hunter.dds
	}
	
	can_pick = {
		always = yes
	 }
	
	parameters = {
		unlock_maa_huntsmen = yes
		more_frequent_hunts = yes
		hunting_traits_more_valued = yes
		hunting_traits_more_common = yes
		hunting_archery_building_bonuses = yes
		patient_trait_more_common = yes
		hills_hunt_success_chance = yes
		forest_hunt_success_chance = yes
		mountains_hunt_success_chance = yes
		drylands_hunt_success_chance = yes
		jungle_hunt_success_chance = yes
		wetlands_hunt_success_chance = yes
		steppe_hunt_success_chance = yes
		desert_hunt_success_chance = yes
		always_unlock_legendary_hunting_lodge = yes
	}
	character_modifier = {
		stress_gain_mult = -0.1
		archers_max_size_add = 2
		heavy_cavalry_max_size_add = -2
		light_cavalry_max_size_add = -2
		pikemen_max_size_add = -2
		forest_travel_danger = forest_medium_danger_reduction
		taiga_travel_danger = taiga_medium_danger_reduction
		jungle_travel_danger = jungle_medium_danger_reduction
	}
	county_modifier = {
		development_growth_factor = -0.1
		monthly_county_control_growth_factor = -0.1
		build_speed = 0.1
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_double_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}

			if = {
				limit = {
					NOT = {
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_spiritual_desc
				}
			}

			if = {
				limit = {
					trigger_if = {
						limit = {
							scope:character = {
								is_ai = no
							}
						}
						NOT = {
							any_ruler = {
								count >= 5
								culture = prev
								primary_title.tier >= tier_county
								has_trait = lifestyle_hunter
							}
						}
					}
					trigger_else = {
						always = no
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = rulers_with_hunter_lifestyle_desc
				}
			}

			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 200

		if = {
			limit = {
				scope:character ?= {
					has_trait = lifestyle_hunter
				}
			}

			multiply = 5
		}
	}
}

tradition_mercenary_bands = {
	category = regional

	layers = {
		0 = martial
		1 = indian
		4 = battle.dds
	}
	
	can_pick = {
		has_innovation = innovation_barracks
	}
	
	parameters = {
		more_likely_to_leave_court = yes
		unlock_voluntary_laampdom = yes
		much_more_likely_to_be_laamps = yes
		wanderers_gain_extra_combat_skills = yes
	}
	culture_modifier = {
		mercenary_count_mult = 3
	}
	character_modifier = {
		mercenary_hire_cost_mult = -0.5
		men_at_arms_cap = -1
		men_at_arms_limit = -1
		levy_size = -0.25
		revolting_siege_morale_loss_mult = -0.25
		domicile_monthly_gold_add = 2.5
		domicile_monthly_gold_mult = 0.20
		domicile_travel_speed = 0.3
		provisions_capacity_add = 200
		provisions_capacity_mult = 1
		provisions_use_mult = -0.25
		supply_capacity_mult = 0.50
		hard_casualty_modifier = -0.25
		epidemic_travel_danger = -10
		siege_phase_time = -0.25
		retreat_losses = -0.1
		enemy_terrain_advantage = 0.1
		knight_effectiveness_per_martial = 0.01
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					culture_pillar:ethos_bellicose = { is_in_list = traits }
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = culture_not_bellicose
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 100

		if = {
			limit = {
				scope:character ?= {
					ai_has_warlike_personality = yes
				}
			}

			multiply = 5
		}
	}
}

tradition_companion_cavalry = {
	category = regional

	layers = {
		0 = martial
		1 = western
		4 = rider.dds
	}
	
	is_shown = {
		nor = {
			has_cultural_tradition = agot_tradition_ironborn
			has_cultural_tradition = agot_tradition_wildling
		}
		has_cultural_era_or_later = culture_era_early_medieval
	}
	
	can_pick = {
		nor = {
			has_cultural_tradition = agot_tradition_ironborn
			has_cultural_tradition = agot_tradition_wildling
		}
	}
	
	parameters = {
		unlock_maa_numdian = yes
		unlock_maa_hetairoi = yes
		pastures_building_bonuses = yes
	}
	character_modifier = {
		light_cavalry_max_size_add = 2
		heavy_cavalry_max_size_add = 2
		light_cavalry_damage_mult = 0.1
		light_cavalry_toughness_mult = 0.1
		light_cavalry_screen_mult = 0.1
		heavy_cavalry_damage_mult = 0.1
		heavy_cavalry_toughness_mult = 0.1
		heavy_cavalry_maintenance_mult = 0.1
		levy_size = -0.25
		men_at_arms_maintenance = -0.1
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_double_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					culture_pillar:ethos_bellicose = { is_in_list = traits }
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = culture_not_bellicose
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 100

		if = {
			limit = {
				scope:character ?= {
					culture ?= {
						has_cultural_pillar = ethos_bellicose 
					}
				}
			}

			multiply = 3
		}

		if = {
			limit = {
				scope:character ?= {
					ai_has_warlike_personality = yes
				}
			}

			multiply = 5
		}
	}
}

tradition_coastal_corsairs = {
	category = regional

	layers = {
		0 = martial
		1 = western
		4 = ship.dds
	}
	
	can_pick = {
		any_culture_county = {
			any_county_province = {
				is_coastal = yes
			}
		}
	 }
	
	parameters = {
		more_likely_to_leave_court = yes
		unlock_voluntary_laampdom = yes
		much_more_likely_to_be_laamps = yes
		can_travel_along_rivers = yes
		culture_can_raid_at_sea_even_if_feudal_no_restrictions = yes
		not_tribal_raiding_malus = yes
		coastal_holding_bonuses = yes
	}
	character_modifier = {
		diplomacy_per_prestige_level = -1
		enemy_terrain_advantage = 0.25
		mercenary_hire_cost_mult = 0.35
		movement_speed_land_raiding = 0.2
		hostile_county_attrition_raiding = -0.3
		sea_travel_danger = medium_sea_danger_reduction
		domicile_monthly_gold_add = 2.5
		domicile_monthly_gold_mult = 0.20
		domicile_travel_speed = 0.3
		provisions_capacity_add = 200
		provisions_capacity_mult = 1
		provisions_use_mult = -0.25
		supply_capacity_mult = 0.50
		hard_casualty_modifier = -0.25
		epidemic_travel_danger = -10
		siege_phase_time = -0.25
		retreat_losses = -0.1
		enemy_terrain_advantage = 0.1
		knight_effectiveness_per_martial = 0.01
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					culture_pillar:ethos_bellicose = { is_in_list = traits }
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = culture_not_bellicose
				}
			}
			

			if = {
				limit = {
					or = {
						culture_pillar:heritage_ironborn = { is_in_list = traits }
						scope:character = {
							government_has_flag = government_is_pirate
						}
					}
				}
	
				multiply = {
					value = 0.75
					desc = mtxxx_natural_coastal_warriors_discount
				}
			}

			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 200

		if = {
			limit = {
				scope:character = {
					any_sub_realm_county = {
						percent >= 0.6
						any_county_province = {
							is_coastal = yes
						}
					}
				}
			}
			add = 100
		}
		else_if = {
			limit = {
				scope:character = {
					any_sub_realm_county = {
						percent >= 0.4
						any_county_province = {
							is_coastal = yes
						}
					}
				}
			}
			add = 50
		}
		else_if = {
			limit = {
				scope:character = {
					any_sub_realm_county = {
						percent < 0.3
						any_county_province = {
							is_coastal = yes
						}
					}
				}
			}
			multiply = 0
		}

		if = {
			limit = {
				scope:character = {
					any_sub_realm_county = {
						percent >= 0.6
						any_county_province = {
							is_coastal = yes
						}
					}
				}
			}
			multiply = 1.5
		}

		if = {
			limit = {
				culture_pillar:ethos_bellicose = { is_in_list = traits }
			}
			multiply = 2
		}

		if = {
			limit = {
				or = {
					culture_pillar:heritage_ironborn = { is_in_list = traits }
					scope:character = {
						government_has_flag = government_is_pirate
					}
				}
			}

			multiply = 1.5
		}
	}
}

tradition_military_engineering = {
	category = regional

	layers = {
		0 = martial
		1 = mediterranean
		4 = speech.dds
	}
	
	can_pick = {
		has_innovation = innovation_catapult
	}
	
	parameters = {
		blademaster_traits_give_learning = yes
		blademaster_traits_more_common = yes
		guardians_can_transfer_commander_traits = yes
		better_armory_buildings = yes
		better_blacksmith_buildings = yes
		improved_weapon_inspiration = yes
		next_level_smiths = yes
	}
	character_modifier = {
		siege_weapon_siege_value_mult = 0.75
		siege_phase_time = -0.3
		retreat_losses = -0.25
		hard_casualty_modifier = -0.15
		maa_damage_add = 10
		maa_toughness_add = 10
		prowess = -3
		army_maintenance_mult = -0.1
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					culture_pillar:ethos_bellicose = { is_in_list = traits }
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = culture_not_bellicose
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 100

		if = {
			limit = {
				scope:character ?= {
					culture ?= {
						has_cultural_pillar = ethos_bellicose
					}
				}
			}

			multiply = 3
		}

		if = {
			limit = {
				scope:character ?= {
					ai_has_warlike_personality = yes
				}
			}

			multiply = 4
		}
	}
}


tradition_imperial_court = {
	category = regional

	layers = {
		0 = intrigue
		1 = mediterranean
		4 = laurel.dds
	}
	
	can_pick = {
		custom_tooltip = {
			scope:character = {
				OR = {
					has_government = feudal_government
					has_government = clan_government
					has_government = landless_adventurer_government
					has_government = administrative_government
				}
			}
			text = must_be_feudal_or_clan_or_administrative_or_adventurer_government
		}
	}
	
	parameters = {
		can_blind_prisoners = yes
		can_castrate_prisoners = yes
		eunuch_trait_bonuses = yes
		can_appoint_chief_eunuch = yes
		merciful_blinding = yes
		has_access_to_trials_by_combat = yes
		can_duel_rivals = yes
	}
	character_modifier = {
		title_creation_cost_mult = -0.10
		vassal_limit = 10
		tyranny_gain_mult = 0.50
		diplomatic_range_mult = 0.25
		court_grandeur_baseline_add = 5
		knight_limit = 2
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_courtly_communal_or_spiritual_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 200

		if = {
			limit = {
				scope:character ?= {
					culture ?= {
						or = {
							has_cultural_pillar = ethos_courtly
							has_cultural_pillar = ethos_bellicose
						}
					}
				}
			}

			multiply = 4
		}
	}
}


tradition_abstract_philosophy = {
	category = regional

	layers = {
		0 = learning
		1 = indian
		4 = speech.dds
	}
	
	can_pick = {
		scope:character = {
			faith = {
				has_doctrine = tenet_esotericism
			}
		}
	}
	
	parameters = {
		mendicant_mystics_may_appear = yes
		renown_from_temple_construction = yes
		pensive_trait_more_common = yes
		innovation_from_learning_traits = yes
		
	}
	character_modifier = {
		monthly_piety_gain_mult = -0.25
		monthly_learning_lifestyle_xp_gain_mult = 0.25
		different_faith_opinion = -10
		religious_head_opinion = -15
		ai_zeal = -25
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_courtly_communal_or_spiritual_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = { value = 100 }
}

tradition_blood_is_thicker = {
	category = regional

	layers = {
		0 = learning
		1 = indian
		4 = speech.dds
	}
	
	can_pick = {
		custom_tooltip = {
			text = not_numerous_close_or_extended_family_desc
			scope:character = {
				any_close_or_extended_family_member = {
					count >= 10
					is_alive = yes
				}
			}
		}
	}
	
	parameters = {
		better_ward_education = yes
		close_family_better_councillors = yes
		close_family_better_court_positions = yes
		same_faith_inheritance_only = yes
		cultural_house_personal_scheme_success_chance = yes
		landing_house_members_gives_renown = yes
		penalty_for_revoking_titles_from_close_family = yes
		penalty_for_revoking_titles_from_house_members = yes
		cannot_disherit = yes
		allows_noble_family_adoption = yes
	}
	character_modifier = {
		short_reign_duration_mult = -0.5
		dynasty_house_opinion = 10
		child_opinion = 5
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_communal_or_courtly_desc
				}
			}
			if = {
				limit = {
					trigger_if = {
						limit = {
							scope:character = {
								is_ai = no
							}
						}
						NOT = {
							scope:character = {
								any_close_family_member = {
									percent > 0.5
									save_temporary_opinion_value_as = { name = target_opinion target = scope:character }		
									scope:target_opinion >= 80
								}
							}
						}
					}
					trigger_else = {
						always = no
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = not_strong_opinion_close_family_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 0

		scope:character ?= {
			every_close_or_extended_family_member = {
				limit = { is_alive = yes }

				add = 10
			}
		}

		min = 400
		max = 1200
	}
}

tradition_witch_covens = {
	category = regional

	layers = {
		0 = learning
		1 = indian
		4 = forest.dds
	}
	
	can_pick = {
		custom_tooltip = {
			scope:character = {
				faith = {
					or = {
						has_doctrine = doctrine_witchcraft_accepted
						trait_is_virtue = witch
					}
				}
			}
			text = MTXXX_must_like_witches
		}
	}
	
	parameters = {
		can_appoint_court_gardener = yes
		can_recruit_gardeners = yes
		herbalist_traits_more_common = yes
		herbalist_trait_gives_bonuses = yes
	}
	character_modifier = {
	
		positive_inactive_inheritance_chance = 0.30
		genetic_trait_strengthen_chance = 0.3
		inbreeding_chance = -0.3
		monthly_learning_lifestyle_xp_gain_mult = 0.2
		life_expectancy = -15
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_courtly_communal_or_spiritual_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 100
		if = {
			limit = {
				NOT = {
					scope:character = {
						has_trait = witch
					}
				}
			}
			multiply = 0.5
		}
	}
}

tradition_divine_blood = {
	category = regional

	layers = {
		0 = learning
		1 = mediterranean
		4 = philosopher.dds
	}
	
	can_pick = {
		scope:character = {
			faith = {
				has_doctrine = doctrine_temporal_head
			}
		}
	}
	
	parameters = {
		landing_house_members_gives_renown = yes
		expensive_convert_to_local_culture = yes
		harder_to_convert_character_faith = yes
		courtiers_less_likely_to_leave_same_culture_court = yes
		romance_scheme_bonus_vs_spouse = yes
		zealous_trait_more_common = yes
		piety_penalty_for_revoking_titles_from_house_members = yes
	}
	character_modifier = {
		short_reign_duration_mult = -0.5
		ai_boldness = 25
		faith_conversion_piety_cost_mult = 5
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_courtly_communal_or_spiritual_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 200
		if = {
			limit = {
				NOT = {
					scope:character = {
						has_trait = divine_blood
					}
				}
			}
			multiply = 0.5
		}
	}
}

tradition_historians = {
	category = regional

	layers = {
		0 = learning
		1 = indian
		4 = speech.dds
	}
	
	can_pick = {
	# 	has_innovation = innovation_gavelkind
		always = yes
	 }
	
	parameters = {
		can_write_epic = yes
		has_access_to_runestones = yes
		
	}
	character_modifier = {
		monthly_lifestyle_xp_gain_mult = 0.1
		monthly_prestige_gain_mult = 0.15
		cultural_head_fascination_mult = -0.25
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_courtly_communal_or_spiritual_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = { value = 100 }
}

tradition_jus_primae_noctis = {
	category = regional

	layers = {
		0 = diplo
		1 = indian
		4 = greeting.dds
	}
	
	can_pick = {
	# 	has_innovation = innovation_gavelkind
		always = yes
	 }
	
	parameters = {
		rivalries_more_common = yes
		adulterer_trait_gives_bonuses = yes
		
		gregarious_trait_gives_bonuses = yes
		romance_scheme_bonuses = yes
		romance_scheme_penalty = yes
		characters_are_better_court_musicians = yes
		poet_trait_romance_bonuses = yes
		poet_trait_more_common = yes
		characters_are_better_court_poets = yes
	}
	character_modifier = {
		max_seduce_schemes_add = 1
		personal_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_courtly_communal_or_spiritual_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 100

		scope:character ?= {
			if = {
				limit = {
					has_trait = lustful
				}

				multiply = 3
			}

			if = {
				limit = {
					has_trait = seducer
				}

				multiply = 3
			}
		}
	}
}

tradition_battlefield_heroism = {
	category = regional

	layers = {
		0 = martial
		1 = mena
		4 = soldiers2.dds
	}
	
	can_pick = {
	# 	has_innovation = innovation_gavelkind
		always = yes
	 }
	
	parameters = {
		has_access_to_shieldmaidens = yes
		weak_traits_looked_down_upon = yes
		craven_trait_costs_prestige = yes
		rowdy_trait_more_common = yes
		brave_trait_gives_bonuses = yes
		zealous_trait_more_common = yes
		winter_soldier_trait_more_common = yes
		winter_trait_bonuses = yes
		forest_fighter_trait_more_common = yes
		forest_trait_bonuses = yes
		desert_warrior_trait_more_common = yes
		dry_trait_bonuses = yes
		knights_slightly_more_prone_to_injury = yes
	}
	character_modifier = {
		knight_limit = 2
		knight_effectiveness_mult = 0.5
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					culture_pillar:ethos_bellicose = { is_in_list = traits }
			}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = culture_not_bellicose
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 100

		if = {
			limit = {
				scope:character ?= {
					culture ?= {
						has_cultural_pillar = ethos_bellicose 
					}
				}
			}

			multiply = 3
		}

		if = {
			limit = {
				scope:character ?= {
					ai_has_warlike_personality = yes
				}
			}

			multiply = 4
		}
	}
}

tradition_centralized_rule = {
	category = regional

	layers = {
		0 = learning
		1 = indian
		4 = speech.dds
	}
	
	can_pick = {
	# 	has_innovation = innovation_gavelkind
		always = yes
	 }
	
	parameters = {
		added_character_boldness = yes
	}
	character_modifier = {
		domain_limit = 1
		vassal_limit = -10
		vassal_tax_contribution_mult = -0.15
		vassal_levy_contribution_mult = -0.15
		domain_tax_mult = 0.10
		claim_throne_scheme_phase_duration_add = 2
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
						culture_pillar:ethos_bureaucratic = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_courtly_communal_or_spiritual_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 100

		if = {
			limit = {
				scope:character ?= {
					culture ?= {
						or = {
							has_cultural_pillar = ethos_courtly
							has_cultural_pillar = ethos_communal
							has_cultural_pillar = ethos_bureaucratic
						}
					}
				}
			}

			multiply = 3
		}
	}
}

tradition_competitive_spirit = {
	category = regional

	layers = {
		0 = diplo
		1 = western
		4 = board_gamers.dds
	}
	
	is_shown = {
		# DLC check.
		has_fp2_dlc_trigger = yes
	}

	# Anyone can take this.
	
	parameters = {
		can_use_sparring_duel = yes
		has_access_to_trials_by_combat = yes
		may_challenge_to_board_games = yes
		may_wager_land_on_board_games = yes
		can_duel_rivals = yes
		rowdy_trait_more_common = yes
		craven_and_content_traits_looked_down_upon = yes
	}

	character_modifier = {
		general_opinion = -5
		prowess_per_prestige_level = 1
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			# Ethos requirement.
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_bellicose = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_or_courtly_desc
				}
			}
			# Either high martial, high learning, or a chess board required.
			if = {
				limit = { exists = culture_head }
				if = {
					limit = {
						culture_head = {
							NOR = {
								martial >= very_high_skill_rating
								learning >= very_high_skill_rating
								any_character_artifact = { has_variable = can_be_used_for_board_games }
							}
						}
					}
					add = {
						value = tradition_unfulfilled_criteria_penalty
						desc = lack_martial_learning_or_chess_board_penalty_desc
					}
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 0
		
		if = {
			limit = { exists = culture_head }
			culture_head = {
				# Absolute nerds.
				if = {
					limit = {
						martial >= extremely_high_skill_rating
						learning >= extremely_high_skill_rating
						has_trait = scholar
					}
					add = 100
				}
				# People who got suckered in & accidentally started a trend.
				if = {
					limit = {
						any_character_artifact = { has_variable = can_be_used_for_board_games }
					}
					add = 25
				}
			}
		}
	}
}

tradition_free_cities = {
	category = regional

	layers = {
		0 = steward
		1 = mediterranean
		4 = laurel.dds
	}
	
	can_pick = {
		has_innovation = innovation_city_planning
	}
	
	parameters = {
		can_make_republican_vassals = yes
		city_buildings_more_powerful = yes
		ai_more_likely_to_city = yes
	}
	character_modifier = {
		city_holding_build_gold_cost = 0.25
		city_holding_holding_build_gold_cost = 0.25
		character_capital_county_monthly_development_growth_add = 0.1
		vassal_tax_mult = -0.25
	}
	
	county_modifier = {
		development_growth_factor = 0.05
		monthly_county_control_growth_factor = -0.25
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_courtly_communal_or_spiritual_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = { value = 100 }
}

tradition_final_hunts = {
	category = regional

	layers = {
		0 = intrigue
		1 = mediterranean
		4 = hunter.dds
	}
	
	can_pick = {
		culture_not_pacifistic_trigger = yes
		custom_tooltip = {
			text = cannot_have_tradition_vegetarianism
			not = { culture_tradition:tradition_vegetarianism = { is_in_list = traits } }
		}
	}
	
	parameters = {
		sacred_hunts = yes
		hunting_traits_more_common = yes
		hunting_traits_more_pious = yes
		final_hunts = yes
		renowned_hunts = yes
		slower_hunts = yes
	}

	character_modifier = {
		forest_travel_danger = forest_medium_danger_reduction
		taiga_travel_danger = taiga_medium_danger_reduction
		jungle_travel_danger = jungle_medium_danger_reduction
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_spiritual_or_stoic_desc
				}
			}
			if = {
				limit = {
					trigger_if = {
						limit = {
							scope:character = {
								is_ai = no
							}
						}
						NOT = {
							any_ruler = {
								count >= 5
								culture = prev
								primary_title.tier >= tier_county
								has_trait = lifestyle_hunter
							}
						}
					}
					trigger_else = {
						always = no
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = rulers_with_hunter_lifestyle_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 100
		if = {
			limit = {
				NOR = {
					culture_pillar:ethos_spiritual = { is_in_list = traits }
					culture_pillar:ethos_bellicose = { is_in_list = traits }
				}
			}
			multiply = 0.5
		}
	}
}

tradition_equal_opportunities_council = {
	category = regional

	layers = {
		0 = diplo
		1 = western
		2 = "rec2 copy 2.dds"
		3 = 1.dds
		4 = council.dds
	}
	
	can_pick = {
		custom_tooltip = {
			scope:character = {
				OR = {
					has_government = feudal_government
					has_government = clan_government
				}
			}
			text = must_be_feudal_or_clan
		}
	}
	
	parameters = {
		MTXXX_council_ignores_faith_traditions = yes
		close_family_better_councillors = yes
		close_family_better_court_positions = yes
	}

	character_modifier = {
		diplomacy = 1
		learning = 1
		court_grandeur_baseline_add = 5
		religious_head_opinion = -10
		courtly_opinion = 20
		glory_hound_opinion = 10
		parochial_opinion = 15
		zealot_opinion = -20
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					not = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_for_courtly_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = { value = 100 }
}

tradition_ptolemy_patronage = {
	category = regional

	layers = {
		0 = learning
		1 = mena
		4 = beacon_of_learning.dds
	}
	
	is_shown = {
		has_fp3_dlc_trigger = yes
		nor = {
			has_cultural_tradition = tradition_philosopher_culture
			has_cultural_tradition = tradition_fp3_beacon_of_learning
		}
	}

	can_pick = {
		custom_description = {
			text = culture_not_bellicose
			not = {
				culture_pillar:ethos_bellicose = { is_in_list = traits }
			}
		}
		nor = {
			has_cultural_tradition = tradition_warrior_culture
			has_cultural_tradition = tradition_philosopher_culture
			has_cultural_tradition = tradition_fp3_beacon_of_learning
		}
	}
	can_pick_for_hybridization = {
		custom_tooltip = {
			text = no_warrior_culture
			not = {
				culture_tradition:tradition_warrior_culture = { is_in_list = traits }
			}
		}
		custom_tooltip = {
			text = no_philosopher_culture
			not = {
				culture_tradition:tradition_philosopher_culture = { is_in_list = traits }
			}
		}
		custom_tooltip = {
			text = no_philosopher_beacon_culture
			not = {
				culture_tradition:tradition_fp3_beacon_of_learning = { is_in_list = traits }
			}
		}
	}
	
	parameters = {
		pensive_trait_more_common = yes
		charming_trait_more_common = yes
		rowdy_trait_less_common = yes
		innovation_from_learning_traits = yes
		can_appoint_court_scholar = yes
		guardian_education_better_outcomes = yes
		better_ward_education = yes
	}

	county_modifier = {
		development_growth_factor = 0.05
		county_opinion_add = 10
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.2
		monthly_martial_lifestyle_xp_gain_mult = -0.2
		learning_per_prestige_level = 1
		learning_per_piety_level = 1
		monthly_court_grandeur_change_mult = 0.05
		ai_rationality = low_positive_ai_value
		ai_compassion = low_positive_ai_value
		ai_war_chance = -0.25
	}
	
	cost = {
		gold = 50
		piety = 500
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_courtly_communal_or_spiritual_desc
				}
			}
			if = {
				limit = {
					trigger_if = {
						limit = {
							scope:character = {
								is_ai = no
							}
						}
						NOT = {
							any_ruler = {
								count >= 5
								culture = prev
								primary_title.tier >= tier_county
								has_trait = scholar
							}
						}
					}
					trigger_else = {
						always = no
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = rulers_with_scholar_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 100
		if = {
			limit = {
				NOR = {
					culture_pillar:ethos_courtly = { is_in_list = traits }
					culture_pillar:ethos_communal = { is_in_list = traits }
					culture_pillar:ethos_spiritual = { is_in_list = traits }
				}
			}
			multiply = 0
		}
	}
}

tradition_basin_irrigation = {
	category = regional

	layers = {
		0 = steward
		1 = mena
		4 = water_technology.dds
	}

	is_shown = {
		# DLC check.
		has_fp3_dlc_trigger = yes
		scope:character = {
			any_sub_realm_county = {
				percent >= 0.2
				culture = scope:character.culture
				any_county_province = {
					OR = {
						terrain = drylands
						terrain = desert
						terrain = minorroad_drylands
						terrain = majorroad_drylands
						terrain = minorroad_desert
						terrain = majorroad_desert
					}
				}
			}
		}
		nor = {
			has_cultural_tradition = tradition_dryland_dwellers
			has_cultural_tradition = tradition_fp3_irrigation_experts
		}
		or = {
			this = culture:stone_dornish
			this = culture:salt_dornish
			this = culture:sand_dornish
		}
	}
	
	can_pick = {
		custom_description = {
			text = culture_in_dryland_desc
			any_culture_county = {
				any_county_province = {
					OR = {
						terrain = drylands
						terrain = desert
						terrain = desert_mountains
					}
				}
			}
		}
		custom_tooltip = {
			text = cannot_have_tradition_dryland_dwellers_or_tradition_fp3_irrigation_experts
			nor = {
				culture_tradition:tradition_dryland_dwellers = { is_in_list = traits }
				culture_tradition:tradition_fp3_irrigation_experts = { is_in_list = traits }
			}
		}
	}
	
	parameters = {
		innovative_traits_more_valued = yes
		unlocks_qanat_building = yes
		plantations_building_bonuses = yes
		drylands_hunt_success_chance = yes
		desert_hunt_success_chance = yes
		can_recruit_dry_specialist = yes
		desert_warrior_trait_more_common = yes
		dry_trait_bonuses = yes
	}
	character_modifier = {
		negate_health_penalty_add = 0.1
		desert_travel_danger = desert_medium_danger_reduction
		drylands_travel_danger = drylands_medium_danger_reduction
		desert_mountains_travel_danger = desert_mountains_medium_danger_reduction
		monthly_court_grandeur_change_mult = 0.05
		oasis_development_growth_factor = 0.1
	}
	county_modifier = {
		desert_development_growth_factor = 0.35
		desert_mountains_development_growth_factor = 0.15
		drylands_development_growth_factor = 0.15
		county_opinion_add = 10
	}
	province_modifier = {
		desert_construction_gold_cost = -0.1
		desert_mountains_construction_gold_cost = -0.1
		drylands_construction_gold_cost = -0.1
		desert_holding_construction_gold_cost = -0.1
		desert_mountains_holding_construction_gold_cost = -0.1
		drylands_holding_construction_gold_cost = -0.1
		desert_supply_limit_mult = 0.1
		desert_mountains_supply_limit_mult = 0.1
		drylands_supply_limit_mult = 0.1
		oasis_construction_gold_cost = -0.1
	}
	
	cost = {
		gold = 50
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_communal_egalitarian_or_courtly_desc
				}
			}
			if = {
				limit = {
					NOT = {
						any_culture_county = {
							percent >= 0.3
							any_county_province = {
								OR = {
									terrain = drylands
									terrain = desert
								}
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = dry_percentage_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 400

		if = {
			limit = {
				NOT = { #if the realm isn't very dry, the AI won't pick this
					scope:character = {
						any_sub_realm_county = {
							percent >= 0.2
							culture = scope:character.culture
							any_county_province = {
								OR = {
									terrain = drylands
									terrain = desert
								}
							}
						}
					}
				}
			}

			multiply = 0
		}
		else_if = {
			limit = {
				scope:character = {
					any_sub_realm_county = {
						percent >= 0.4
						culture = scope:character.culture
						any_county_province = {
							OR = {
								terrain = drylands
								terrain = desert
							}
						}
					}
				}
			}

			multiply = 4
		}
		else_if = {
			limit = {
				scope:character = {
					any_sub_realm_county = {
						percent >= 0.3
						culture = scope:character.culture
						any_county_province = {
							OR = {
								terrain = drylands
								terrain = desert
							}
						}
					}
				}
			}

			multiply = 3
		}
		else_if = {
			limit = {
				scope:character = {
					any_sub_realm_county = {
						percent >= 0.2
						culture = scope:character.culture
						any_county_province = {
							OR = {
								terrain = drylands
								terrain = desert
							}
						}
					}
				}
			}

			multiply = 2
		}
	}
}
